WorldToMeterScale appears to snap back to default when VR headset does not meet 90 FPS if WorldToMeterScale has been changed ...
in the function FinalizeVirtualTextureFeedback, the micro "USE_DBUFFER && MATERIALDECALRESPONSEMASK" returns true on mobile forward, while there is no DBUFFER on Mobile forward obviously. This takes ...
Shallow water areas in scenes with exponential height fog will be brighter than they should be. Possibly due to the fog being applied twice in the SingleLayerWater shading model. ...
Performance decreases quite a bit on characters with large number of morph targets, as soon as even one target is active. ...
In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...
The Resolution Scale Slider in the Engine Scalability Settings does not adjust any settings unless your first adjust the r.ScreenPercentage.Editor variable. Also reproduced in Main - Promotable - C ...
Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...
REGRESSION: YesWORKING: 3172292 (4.13.2)BROKEN: 3177600 (4.14) In the Content Examples Animation level, at Display 1.15, the rifles are offset from the character's hands for two of the skeletal mes ...
When selecting an actor in the World Outliner that is using the ColorGradingMode specifier (ColorGradingMode = "saturation"), the editor crashes. This did not occur in 4.15.3. This is a regression ...
Calling SGridPanel::SetRowFill on an actor's BeginPlay causes the editor to crash with the callstack provided The reporter mentioned SetRowFill uses if() statement where SetColumnFill uses while() ...